Let them hate us. They can hold onto their hatreds, as long as we hold the lash.

- Unknown Rathanii Warrior
Rathan attack

The Rathan are fearsome enemies on the march.

The ground forces are one of the Rathanii's most direct ways of acquiring not only slaves, but destroying their enemies and projecting their power outwards. A Rathanii of any racial background is a warrior first and foremost. Though they work everyday jobs such as craftsmen or armorsmith, the lust for blood and war never truly ends for them. The chance to return to the field is always present, and a joy for them. Compared to their slaves, there are few Rathanii Warriors and such, but all of them are bound body and soul to their Sorcerer-Lords.

Although the Rathanii are a thin, skeletal race, all members are bedecked in black and grey armor, frequently sporting spikes, blades and bull and skull visages upon them. They are brutish and horrific figures to behold, often covering their bodies entirely within heavy plated armor to hide any trace of organic features, to further terrify their foes. Hammers, large axes, halberds, heavy rifles and other large, brutal weapons are used to tear down their foes and sunder their bodies with heavy blows, a personal delight to many warriors.

Their main weapon, however, is the sheer variety of vehicles they deploy against their foes, ranging from lava-spewing canons, heavy battle tanks, and multiple types of artillery, meant to pulverize and leave nothing of their foes standing by the end of the battle. One of their favored parts of battle is to simply line a city with artillery, and bombard it repeatedly until nothing remains by dust and ash.

Infantry Edit

Command Edit

I have torn apart legions of foes for my masters! I have decorated whole rebel cities with the entrails of their best warriors! The Hegemony leaders look upon me with admiration, my rivals with fear and respect. Know that I fear no foe, for I am fear! I am death!

- Commander Xerhaltic
Rath warlord
  • Weapons - Varies
  • Defenses - Heavy armor
  • Equipment -

Commanders are the fell-handed and foul-spirited lords of the Armies of the Rathan, and highest servants of the Sorcerers. These warriors are master strategists and lords of the armies, chosen from among the best and most cold-hearted leaders among the great Warriors raised by the Sorcerers for their armies. Commanders, due to their strength and power, have killed and butchered their way into the ranks of the Sorcerer's secular leaders. As the Sorcerers cannot be everywhere at once, they require their commanders to not only rule in their name, but to lead army expeditions and slave raids in their place for when the Sorcerer needs to be somewhere important.

Commanders yield many brutal weapons, several using weapons they carried in their early days as warriors and such, many carrying either two-handed Battle axes, or one handed axes, while others use powerful rifles or fireglaives for ranged combat. The Commanders all yield their weapons with expert skill, having taken care of them since a young age, and having the connections to upgrade their damage and abilities beyond a normal weapon's abilities.

Their armor is heavy and blackened, every step a booming one, their massive frames built like tanks, and capable of surviving any attack, be it artillery or tank shots to their bodies. Any who attack the Commanders, often find their attacks mean little in the face of these iron-willed commanders. Commanders will often sit and laugh at their foes as numerous blows fall upon their bodies, waiting until either their foes run out of ammo, or they grow tired, before the Commander smashes them aside.

The Sorcerers entrust these warriors with everything under their command, and the numerous Commanders coordinate multiple areas of suppressing slaves, keeping industries working and making sure the will of the Sorcerers is enforced. Although the Sorcerers are ruthless in politics and power, backstabbing and ruining the lives and destroying their rivals in order to gain power. Commanders have some respect for each other, proportional to their success, and sabotage is seen as dishonorable to their comrades. So long as one is capable, he keeps his position, and his respect. If he fails, the Sorcerer will mat out his punishment, and as such, his fellows need not bother with him for too long.

Commanders are also prone to respecting and admiring their foes, and often will offer such deserving foes a chance to join them and become part of the Rathanii, though this offer is usually not accepted. Commanders, while sad at losing a fellow warrior, will also be glad they get to fight the foe one last time and be the one to kill them.

From the lowest House, to the tallest spires, our command is law, our every wish made reality upon the unthinking masses below us. Hatred and envy are directed at us, but what can they do, when we command the very ground they walk upon, the very air they breath?

- Witch-Queen Kirata Cethannia
Rath Sorcerer
  • Weapons - Staff of Power, Aster Blade
  • Defenses - Heavy armor
  • Equipment -

Sorcerer-Lords are the masters and supreme rulers of the Sorcerers of Rathan, made up of various Sorcerers who made their way into a position of power through guile, strength and intellect. The Sorcerer-Lords are powerful leaders of the various Clans of the Sorcerers, chosen from among the Rathanii who show the strongest grasp of Dark Alchemy powers, and have been taken under by an elder Sorcerer Lord who trains and teaches the younger so that he is ready for a position of power within the Rathanii. The constant politics and powerplays makes these Rathanii terrible foes, and one that few want to deal with or underestimate.

The Rathanii sorcerers take many years to train and hone their powers, often spending the time reading over ancient tomes of shadowy and diabolic lore, learning how to channel various powers based on their ancestry, the Sorcerer they are bound to serve and learn form, and those that catch their interest from the time they are mature enough to learn to channel their powers. Be it commanding fire and magma to burn their foes to ash, turning their foes to stone or iron statues, or stopping and reversing time, the Rathanii Sorcerer-Prophets are dangerous and deadly foes without many equals.

Though the powers their Dark Alchemy provide them are often enough, many a times, the Sorcerer-Lords have had to use more "basic" methods to defeat their foes in battle and face down their victims in war. They often carry staffs of mighty power and position to represent them as their badge of office. These staffs often end in blades or hammerheads, and are used to swat aside certain foes in battle, though most prefer their Dark Aster blades. These energy blades seem similar to many of the blades used by other powers, but resemble a medieval broadsword, specifically an Arming Sword. Such blades allow them slice cleanly through flesh and bone, and the hardest armors without issue.

The baroque armor they wear reflects their status, along with the great robes across their backs and shoulders, all revealing their status as the rulers and unquestioned masters of their society. Unlike their kin in the Prime universe, there is no equality or respect amongst the rulers of the Sorcerers and Clan-Prophets. There is power, and when the chance comes to gain more power, their rivals must fall like pawns to their plans. Be it engineering a slave revolt to kill their rival in the chaos, or sabotaging forges at the right moment, nothing is beyond the reach of these few power-hungry lords and tyrants.

Sorcerer File


My life for the Sorcerer

  • Weapons - Aster Blades
  • Defenses - Light armor
  • Equipment -

Pawns are the almost-lobotomized servants of the Sorcerers, hand-picked officers, aides and court-vassals to the Sorcerers, and their officers on the ground and in space, always within a few meters of their Sorcerer, unless ordered elsewhere, and always ready to strike. They are cultivated from those who have power in certain essences, magic powers and other esoteric abilities the Sorcerers find interesting, but not enough to warrant their joining of the actual Sorcerer Spire-Paths that build their society. As such, these beings more or less are designed to be good servants and assists to their lords, but not threatening enough to hold power themselves.

Every Pawn is chosen from among the candidates judged to weak to carry out the powers of a Sorcerer of Rathan, and as such, comes to be sent to the Chambers, areas were their heads and skulls are carved open, and a special mind-control "Shadow crown" is placed within their skull. Hence forth, this crown will control their actions, guide their thoughts and allow them to tap into certain knowledge pools from their masters. Every Sorcerer has a certain way of building their Shadow Crowns that allows them to connect with their Pawns, and their pawns alone. No other Sorcerer, without express permission, can tap into these Crowns, and no crown can be removed, removal resulting in death, so that no Pawn may escape his service without dying in combat.

Pawns are armed wit the same Aster Blades that other Sorcerers and high ranking members use, and these blades allow them to cleave apart any foe that stands in their way, leaping, dashing and easily out-maneuvering all but the best foes with their agility. For this reason, they wear little armor, and wear only long-coats over what appears to be normal clothing, though is laced with a polymer material capable of withstanding a lucky shot or two if a Pawn is caught unawares.

When a Rathan Sorcerer commands his legions to war, a number of Pawns act as high commanders and officers under the Commander, and lead segments of troops into battle. With mere gestures of the hand, foot and slight tips of the head, they can command troops to certain positions, to fire at certain angles, and hold position. Such training takes years to master, even with their altered and mechanically tortured brains, but a Pawn has nothing else on his or her mind but to complete the tasks given to him.

When I want a city destroyed, it gets done. When I want half of em in chains, I get it. I don't have many bosses, but when they come a-callin', I get them what they want. I got enough troops to destroy any uppity git, and the scarin' to show me position here.

- Noyon Corthka
  • Weapons - Varies
  • Defenses - Heavy Powered Armor

Karosk Noyons are the lords of Karosk Tribes, each dedicated to the Sorcerer-Lord or Warlord, and bound to their will without question. The Noyon are those who rise to the position of the Leader of the Tribe through manipulation, deceit and backstabbing, often taking out the last Noyon, and claiming the position for themselves. Noyon rule for long times, guiding their tribes with an iron fist and shattering any forces that might take them out. From these fractious infighting and horrific politics, will rise the Noyon. These figures will marshal massive throngs of Karosks to fight for the Rathanii, the Noyon's ambitions, or any masters that can afford them.

Due to their position as the top dog in the Tribe, the Karosk Noyons can afford to get any weapon, from the brutal axes and choppers of most Tribesmen, to advanced cutting swords and blades forged by their masters to give to them as gifts for being good little servants. Likewise, they carry every sort of gun, from blaster pistols, bolt pistols, and other firearms and such to gun down their targets when they charge into battle against their foes.

The Noyons wear heavy suits of powered armor, among the few Karosks that are given the honor to wear strong armor forged by their masters, given to them as tokens of respect and rewards to strong and loyal Noyons who serve well and fight for them without backstabbing or trying to angle for more power outside of their spectrum. Upon this armor, are often hides and skins to act as primitive cloaks and capes to show their status and make them stand out from their minions, as well as racks and spikes to place the skulls and heads of their enemies for all to see.

Although not the strongest of warriors, Karosk Noyons are still regarded as deadly enemies for their cunning and murderous instincts and attitudes. Bloodthirsty, ruthless and willing to do whatever it takes to win, Karosk Noyons, before battle, are known to order the stealing of infants and children within a city, target old and infirmed and generally do everything they can to break the morale of their foes. So ruthless are they, that even Rathanii will grow to despise the Karosk Lords if left to their own devices for too long. Many have in fact gotten ideas above their station, and end up flayed and skewered outside the palaces of the Rathanii to show their other minions the prices of stepping out of line.


- Shaman Harka
  • Weapons - Staff, Essence Powers
  • Defenses - Essen abilities.

Frontline Infantry Edit

Your gods are nothing. Your warriors are over-glorified targets. Your cities, but breeding pits for future slaves. Break before us, the true masters of this universe!

- Warrior Mordias Slaagarth
Rath Warrior
  • Weapons - Plasma Rifles, Swords, Axes
  • Defenses - Heavy Armor
  • Equipment - Jetpacks, Grenades

Warriors are the iron-clad, heavy foot troops that form the core of Rathan's legions. They are a grim-faced, spiteful group, driven by pure hatred and unrelenting malice to see their foes dead and grounded into dust and ash. These warriors are drawn from the Lower Echelon Clans within the Spires and cities of Rathan, and are bound by the will and word of the Sorcerer who commands their section of the city or colony. The Warriors will, when called upon, will rally to his cause and fight for whatever goals he has in mind. In their downtime, every Rathan citizen is an artificer, landowning farmer/food producer or some other upper middle class job, but, as their population of slaves far outstrips them, and their ancestors were all warriors, this means that every citizen is also a highly trained soldier, often with centuries of experience under his or her belt. As such, whether it be slave raids or full out war, the Rathan always have legions of dedicated, heavily armed and armored soldiers ready to go to war for their masters.

A Warrior is a grim being to face in battle. They have, for centuries, dedicated themselves to fighting and martial excellence, and are ready to lay down their lives for their masters, but, above all, lay waste to any forces that oppose the Sorcerers of Rathan. The Warriors care little for honor or position, only seeking the total eradication of their foes on the battlefield, and the enslavement of any survivors. They will unleash roiling tides of Plasma Rifles to fry and burn away the flesh and armor of their foes with every shot. Honor is an irrelevant concept to them, all that matters is victory, and as such, their Plasma Rifles differ greatly from the Pulse Rifles of Mendel Warriors. While Pulse Rifles are long ranged, controlled weapons whose plasma-based projectiles are generally safe to use, Rathan-pattern Plasma Rifles are unstable, brutal weapons, designed to inflict damage regardless of safety or overheating.

Although they prefer ranged combat, simply wanting to destroy every last atom of their enemies, melee combat is not lost to them. Carrying massive Claymores or two-handed axes on their person, Warriors, when all else fails, or when they simply feel like it, will charge into battle to butcher their foes in close-quarters and leave none standing. Although one would think their skills would dull, the opposite is in fact the case, that they have grown fiercer and more brutal in the maelstrom of close combat, regardless of their preference for ranged combat. Nothing is more enjoyable the grinding the arrogant beneath their boots.

Warriors march into war with heavy suits of armor, in replication of their Mendel ancestors, but also take inspiration from their Krallir and Madilipi forbearers. Their armor is well-forged and well-built, forged by each Clan to keep their troops alive as much as possible, and make sure their warriors stand out from the other, lesser Clans and their debauched warriors. Every Clan has their own seals, runes and war-paint styles to make them stand out right from each other. No matter what Clan, however, the Warriors who wear this armor are always protected well, every suit of armor able to resist all but the worst of enemy fire.

Warriors are brutal figures, the center piece to every Rathan army, and the hard, iron core of every fighting force. Their slave troops, canon fodder and other forces can do much of the fighting and the hard battles, but it is the Warriors who will deploy and keep the fight going. After all, at their core, every Rathan is a Warrior, and if their center piece unit is the one to flee, what is the point in even being called Rathan. As such, Warriors will fight until told to retreat or withdraw, but will stand and die until then. If they retreat without orders, they will be stripped of their armor and uniforms, and executed publicly for the shame they bring.

Races Gallery

PNG file gallery.

There ain't nothin' more propa then a life on the field, looin', pillagin', and doin' what ya like with the weedy weaklings of the galaxy. It's dangerous work, but honest work, and keeps ya sharp and doughty. Plus all that loot is worth any injury.

- Tatharka Jakul, Karosk Warrior
  • Weapons - Axe, Blasters, varies
  • Defenses - Basic Armor

Karosk Warriors are the sniveling, obedient basic foot servants of the Rathanii, their race long ago bred to be obedient, servile and weak-minded. Their position is a strange one, as while they are servants of the Rathanii Sorcerers, they are given enough freedom to rampage and pillage across Mirus at their leisure, bringing half their slaves and loot found to their masters, whether desired and told, or no. The fact they are technically their own empire is not lost on their foes, and everyone, Gigaquadrantic Hegemony or no, desires their destruction, but due to the protections they enjoy from the Rathanii Lords, few are willing to get into the hairy situation of killing them all.

Warriors encompass much of what it means to be Karosk. They are low, vile and cheating, often charging in teaming masses to rip apart their foes in melee, or using their pistols and guns to bring down their targets. They are something of an in-between from the Rathanii Warriors and Janissaries, and the masses of slaves below them. They have more numbers then Rathanii, but are sturdier and more durable then slave fodder.

Karosk Warriors will commonly use axe and sword to hack apart their foes, while using a side arm to try and take down a weaker target on the charge. Others carry blasters and guns to blast away their targets, tearing them apart with plasma, hardlight and bullet projectiles. Whatever weapons they've bought form their masters, looted form enemies or built themselves makes them difficult to judge or predict.

Their armor is basic plating and shock suits, made to withstand most punishment, and resist most ranged and melee attacks from solid weapons, though something like a Cyrandian Phase Saber will tear them apart easiely. Despite this, their main defense is their twitchy behavior, often weaving about on the field, never holding still, as, in their experience, the slow one dies first, be it in games of chance or in a fight. As such, they seem possessed of the ability to move with super-natural speed and even predict where the next strike will come from.

Outside of forming into throngs of Warriors, Rathanii also use their Karosks as debt collectors, slave overseers and order enforcers, enjoying a position of favor among masters that are normaly more abusive and dismissive of lesser races.

Heavy Infantry Edit

A Janissary has no room for pity, no room for mercy. The Rathan Janissaries are an extension of the will of the Witch-Queen and the Sorcerer-Prophets. There is nothing else.

- Janissary-Captain Suvari-099
Sekban Jani

A Sekban Janissary, the most common type of Janissary used by the Rathanii

  • Weapons - Plasma Rifles, Halberds
  • Defenses - Heavy Armor
  • Equipment - Grenades

Rathan Janissaries are specialized heavy shock troops and powerful infantry that are taken as slaves from an early age to be heavy infantry soldiers. These slaves are drawn from a variety of sources, most of them coming from subjugated populations under the "protection" and ownership of the Rathan. The mental enslavement of these populations keeps them in line, and every five years, the Sorcerers come to their subjugated populations seeking the strongest and most well-disciplined youths. Others, come from actual Hegemony citizens in other galaxies. The Rathan, being spiteful as they are, care not for most allies, and will raid border and unprotected planets of every galaxy, from Cyrannus to Dravanamus to take youths from these populations to be inducted into the Janissary Corps. A few Janissaries are even taken from prisoners of war that betrayed their species and swore allegiance to the Sorcerers. As such, their numbers vary from Libertus, Humans, Vanara, and multiple others.

To be inducted into the Janissary Corps, is seen as a great honor for the subjugated populations of Rathan, while the warriors of the native-born Rathan see them as rivals for their status. The Janissaries are slaves, first and foremost to them, and should be treated as such. Where's most slaves will work dawn til dusk for their masters, and have little rights other then to not be killed by their master, the Janissaries are ultimately property of the Sorcerers and Prophets that gathered them, and have the honor of being allowed weapons, and can, when given permission, be allowed to move on their own without being tracked. They may even carry weapons as a status symbol, so that others know not to cross them. A Janissary has full right to kill any non-warrior that insults them.

Janissaries usually carry heavy Plasma Rifles to unleashed volleys of punishing plasma fire upon their foes, using heavy rifles with shorter range then those used by other warriors, but with more fire power and punch to them, able to pierce and melt through armor and flesh much easier, but over-heat much quicker. For melee combat, many Janissaries carry large halberds to hack and smash their way through enemy infantry ranks with reckless abandon. They carry two swords, one, a short broadsword as a status symbol, and the other, a long Dao-style blade used to execute lower ranking peasants and slaves that do not show proper respect.

The Janissaries are trained from a young age to handle all these weapons, as well as archery, to improve their hand-eye coordination and upper body strength, and live on the frontier for years with the older Janissaries and Rathan training sergeants. They are required to learn not only the Rathan language, but also Cyrannian Basic and a third language of their choice. If the species in question is weaker then the Rathan, like a human, they will be required to go through the process of genetic modification and editation to make them brawnier. By the end, every Janissary is a hardy, brutal warrior, honed to provide perfect heavy support to the Rathan Warriors.

Based on their role, they may receive a number and rank based on their position. Frontier troops that live in the Ironshard Fortresses that safeguard the main city from monsters and mutated beasts, are given the name "Cemaat" and their numerical code. Those who act as basic ground shock troops and troopers, are given the title of "suvari", and they are among the most common, and those who guard the Conclave of Sorcerers itself, receive the title "Beylik".

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In Life shame, in death, solace. In Life, turmoil, in death, absolution.

- Infernal guard chant
Infernal guard
  • Weapons - Fire Glaive Rifles.
  • Defenses - Heavy armor
  • Equipment - Various types of Grenades

Infernal Guard are amongst the deadliest and most dangerous of the warriors recruited and equipped by the Sorcerer-Prophets, and far more powerful then most other Rathan warriors. The Infernal Guards are Rathan members who have suffered the stain of defeat and dishonor in their time. This ranges from a slave revolt, a overworked furnace or even being a blood relation to a failed commander or traitor. Their pride too much to bear such dishonor, but unwilling to kill themselves, which is viewed as the ultimate cowardice, these failures join the Infernal Guard for the purpose of earning back their honor, by death and fire.

In the Infernal Guards, name, past and position is forgotten. All that is important is combat ability. Once the oath is accepted, the condemned has his or her face sealed within a hot, burning cast-iron helmet, and armor hooked into their very flesh, impossible to remove by most normal means. This is symbolic of their life now; they are warriors and nothing but, their lives consumed and driven by the practice of war and domination. Their armor supplies all of their needs, meaning food and water is irrelevant to the process of war and battle. They make their barracks in the deepest, hottest parts of their holds, living in roiling heat, and overseen by their cruel Overlords, called Castellans.

An Infernal Guard usually carries a Fire Glaive Rifle, a gun that, when fired, projects multiple streams of burning white-hot plasma at targets, that sticks to them and slowly devourers and eats through armor and flesh, no matter how strong or thick. The screams of horror and damnation are but the music of their marching songs, as the Infernal Guard march over the crumbling forms of their fallen foes and allies alike. If any enemies are strong enough to survive, the axe-like blades will cleave their foes apart in no time.

Their armor is sealed upon them, like their helmets, forged and reinforced plating meant to survive any strike. The Rathanii beneath are cursed to never see the sun again, their plates across their bodies for as long as they serve the Infernal Guard. The armor systems recycle water, wastes and other materials, all so they may never leave their armor, remain within their personal cell forever more. The armor can withstand thousands of degrees of heat projected all around them, or stand firm against the coldest winter winds that would take away fingers and other parts with frostbite.

Once a great victory is won on the battlefield, the Infernal Guard will have his or her armor cut open, and be freed from it, revealing their horrid and burnt features to the world, but freed regardless, and able to return to their Family and House once more as though nothing ever happened. If a Rathanii fails again, and ends up in the Infernal Guard once more, his sentence becomes a life sentence. If one sabotages a fellow Rathanii who had earned his freedom form the Infernal Guard, that saboteur will take his place.

The corpses before me are an open canvas! A source of infinite possibilities that will allow me to have near limitless weapons to turn against my enemies!

- Unknown Sorcerer
  • Weapons - Anything
  • Defenses - Thick Flesh, bone armor, anything
  • Equipment - Cannot be applied.

Although Rathanii are industrialists at heart, there is nothing stopping them from experimenting upon the flesh of others, especially within the Flesh-Sculptors Spire. Rathanii regard the flesh as weak, and trust more in their powerful weapons and vehicles to send the enemy screaming into hell, but the Flesh-Sculptors see only an open canvas to work their magic upon the body. These supposed Rathanii Spawn, are hideous beasts, truly terrifying examples of what twisted horrors a Rathanii mind can think up when they have nothing better to do and are left idle. Most other Rathanii Sorcerers find them disgusting beasts to look upon, but do not deny their abilities, for a pack of these wild, nearly-untamed beasts can make short work of nearly anything in their path, regardless of strength and durability. Even a tank can be reduced to scrap by determined Rathanii Spawn. As such, many Rathanii Spawn are bought to be used on the battlefield against their foes.

To try and describe the weapons of a Rathanii Spawn would be as possible as describing a Rathanii Spawn itself. Large tentacles, bladed appendages, claws, teeth, acid spraying organs, poison blasting parts, random maws erupting from their jaws and a host of other strange and odd abilities are crafted upon them. The Sorcerers that craft them do not believe in uniformity, and as such, all number of strange deformities and abilities grace them, from two sets of arms, eyes popping out of their chests, and multiple legs sprouting from their bodies. Due to this, it is difficult to predict, block or defend against the attacks of a Rathanii Spawn, for they seeming come from nowhere, and move and attack at random, like a storm.

Likewise, their defenses are also random, some using aerosol projectors and such to disperse blaster rounds, some using naturally occurring bone and calcium deposits to generator armor, others able to quickly twist and morph their bodies about to avoid any attacks against them, be it at range or in melee. Whatever the case, a Rathanii Spawn can also be relied upon to have rapid regeneration, regrowing lost limbs near-instantly and able to shake off even the worst injuries. Only total destruction of the body, through intense burning, or an artillery round, will destroy them.

For all their talents in creation and fusing of various bodyparts, a Rathanii Spawn is limited, both in how it's created, and how it can be shaped by it's masters. For one, the living cannot be used. For whatever reason, attempts to twist living beings to their will has been meet with utter failure, and even the immense talents of Lord Crothal the Shadowspawn, have failed as well. As such, they usually take the corpses of many different races, and smash and grind them together to produce their newest weapons of terror. They can also have difficulty in giving them any sentience. While they do not wish for the Rathanii Spawn to think for themselves, the Rathanii Spawn are mindless beasts driven by the most base of emotions, mostly relating to feasting and fighting threats. This allows the Sorcerers to dominate their simple minds, but leaves them incapable of actually strategizing, even when controlled.

Rathanii Spawn Gallery.

Light Infantry Edit

We rise in number, we block out the sun!

  • Weapons - Heavy Rifles, Beam canons, Heavy Spears.
  • Defenses - Armor, flight
  • Equipment - Nothing

The Bashmu are a strange and mysterious group within the Rathanii, flying high above the spires and temples of Rathanii holdings, and gazing down upon the lesser with keen eyes and alert senses. These beings seem a strange anomaly, as, like the Mendel, the Rathanii still make user of jet packs and jump jets. So why a group would seek to have their flesh and body twisted and turned to such degrees is unknown, but ultimately, whatever they once were, be it Rathanii or some other species, does not exist anymore, the degree of modification and Dark Alchemy tampering so complete and radical, they could be considered a new species onto themselves at that point. Once their bodies are done, they will fly above, acting as spies for slave pits, overseers for any treachery, and fast assault troops for armies that can afford them.

When those who wish to become Bashmu begin their lives normally, but are found to have a twisted fascination with both the air, and with flight as a whole. Such is their burning desire, that they will seek out, once they have enough riches and power to their name, and have reached adulthood, the Spire of the Flesh-Sculptors, and seek to have their bodies altered to suite their whims. Their bones are altered and hollowed to allow flight, while their backs are carved open and restructured to allow wings to be grown from their backs, based on whatever creature catches their fancy, their bodies being altered to fit this mood. Those that like birds of prey and raptors, will receive large foot claws, avian features and skull-masks, and glossy, black feathered wings. Those interested in bats or flying reptiles receive genetically altered, scaled limbs, bat or reptilian-style faces, and leathery wings, while those with a liking for insects grow compound eyes, multiple legs and arms ending in scuttling limbs, and large, membrane wings.

Once they are finished, and the Flesh-Sculptor finishes their work, the Bashmu takes to the air, and flies out to join his kindred in the airy nests above the spires, and earn his place. If impressed and respectful of his or her courage, the figure is accepted into their flying nests and allowed to remain within. If judged weak or unworthy of their nests, the newcomer will be attacked and have their wings torn out mid-flight, leaving them to their fate below.

In battle, certain Sorcerers have signed agreements with the Bashmu Nests to have a certain number fight for the Sorcerer's armies. The Bashmu send their flying warriors to act as support for the Sorcerer's own, using large, powerful rifles to tear down and destroy any who stand in their way, while some carry large beam canons to sear through flesh and vehicle alike. The Bashmu advance, their deep voices roaring above the battlefield, often roaring and growling to their foes to beg for mercy before the end, that the flying servants of death have come to see them to their end. Many of them carry heavy spears, often waiting til the end of battle, to find survivors and stranglers, and hunting them down, landing to toy with them and break them, before impaling them on several of their spears, and devouring the hapless victim alive.

Bashmu frequently wear white and black armor, with red highlights upon their wings, armor and bodies. As they fight, they daub themselves in the blood of their victims, gaining further and further differences in appearance and coloration.

Send the 55th wave! The slaves are making such a pile, the foe will be unable to cross it!

- Commander Ferata
Rath Slave
  • Weapons - Swords, pistols, Rifles if lucky.
  • Defenses - Nothing
  • Equipment - Nothing

Slaves are regarded with very little care or appreciation for their plight and problems. They will labor away for hours within the forge fires, creating new weapons for the Rathanii, harvest food for hours a day, and, if they are considered worthy, provide children that may, if they are lucky, serve as Janissaries, Sorcerers and Pawns for the Lords of their domains. They care not for race or origin. Many of their slaves are aliens true, but many of their lords are also of alien origin, and many slaves are also Rathanii dissidents who thought to reform and change their society. When it comes time for war, slaves must provide more then labor, and their meat is perfect for the armies and navies.

When the armies march, while their soldiers can number in the thousands, even millions, Hordes of slaves are brought alone to work in the billions and trillions, each nominally armed and trained for war, enough to challenge a foe, enough to perhaps pull down one or two grunts with them before falling, but not enough to actually threaten stability within the actual army. Even if every single slave revolted, the army could still function and keep moving after putting down their revolt.

Most Fodder carry basic swords and pistols, rushing at their foes in a mad rush of flesh and savagery, told that, if they are capable, they may join the rest of the army has full fledged warriors, either Janissaries or another prestigious rank. This, and the terror their masters inspire, pushes them to throw themselves at every defense, and try and tear down any foe. Their swords will barely do anything to even the most primitive of armor, and are only really dangerous to those with 21st century tech. Their pistols are regarded as little more then a stapler with bite to it. Some of the lucky ones may get basic ballistic rifle weapons for when their masters are generous.

Their armor is worth little to protect, barely able to resist even a basic bullet round to the chest. In certain conditions, they may get breathing tubes and the like to survive in hostile environments, but generally, their masters only care to keep them alive so they can waste enough ammunition from their most important troops and Janissaries.

  • Weapons - Twin swords
  • Defenses - Light Armor.

Androids Edit

  • Weapons - Wrist-mounted Energy Blades, Railgun blasters, Missile Launchers, Electro Canon
  • Defenses - Heavy Armor
  • Equipment - None

Black Ops Infantry Edit

You cannot kill me! I am the Sorcerer-Lord of the Jarkrothod Forges! I keep the Empire alive! Even the Hegemony lords need me!
They do not need sedition. I am sure the Lords in the Hegemony will find a more loyal one who does not plot a knife in their back. Now, chose your last words well, worm, for begging would be sad end to a pathetic life.

- Sorcerer-Prophet Gortikaka the Lame and Immortal-Trooper Karnox Jar in conversation
  • Weapons - Heavy Rifles, various other rifles, grenade launchers, other weapons
  • Defenses - Heavy Armor
  • Equipment - Jetpacks, Jamming gear, marker lights.

Immortals are the specially chosen warriors from the citizen population of the Rathanii, who display high levels of aggression, discipline and daring, not found in many other standard warriors and such. For these troops, war is their first and only concern, every hour of their down time spent preparing and training for war and battles to come. They are gathered from the most powerful and fierce of warriors and veterans around, and none can escape their domineering presence. One must survive many battles and display remarkable courage in each one, impressing their commanders enough to recommend them for the status of Immortal. Once joined, they are brought to the Immortal's Lodgings, and kept there enduring their harsh training for several years to come.

Whatever training they undergo is unknown by most. The Immortals are tight-lipped and refuse to speak of anything that goes in their Lodgings, and any who try to get any knowledge from them are meet with horrific silence, at best, and an inhuman growl, as the Immortal draws itself inches to their face. These are the only sounds an Immortal makes at all when spoke to. Even in battle, they and their squads will not speak at all, moving with a single mind to locations, wiping out targets, and moving without a word. Their leader, the oldest Immortal named an Eternal, will stand amongst them, bearing the heaviest weapon of the squad to symbolize his status, and the members taking up positions to support him.

Even when around other troops, they seemingly never need to be told where to go, merely journeying there seconds before their masters need them in place, and doing what they do best; laying to waste the weaklings. Their contempt for others is clear, for, the longer the battle goes, the more and more frenzied the Immortals become. This is not a hot-headed rage or bloodlust like that found in the Mendel of this universe, or Loron and Dragowar, but a slow-burning rage that makes them shake with fury as they look upon their foes, and, as the hours tick by, and the enemy refuses to die, they will begin making growling and other inhuman noises as they fight.

Immortals, when not in battle, will march about the empire, under the direction of the Lorekeepers, will travel throughout the empire, seeking out any for questioning, and dragging them to the Lorekeepers for questioning. They care little for status or position. Overlords, Despots, Warriors, workers and even the highest Priests and Prophets can find themselves dragged back to the Lorekeeprs for sedition against the Sorcerers and open rebellion against the Hegemony. The Immortals care little, cutting down any who oppose the Witch-Queen or Warlock-King, and often doing so in public. When a troop of Immortals lands on a planet, most citizens lock their doors and leave the streets quickly. Slaves prey that they do not come under the steely gaze of the Immortals. Even those that may be a liability to the Immortals are dragged away to be killed. No weakness can be tolerated.

Immortals were black armor painted and designed to resemble obsidian, and it is said, laced with granite itself to make it heavier and more durable then any other armor type in the Sorcerer's Dark Empire. Nothing may break it, it is said, and the few who speak openly of Immortals say their armor could withstand the hottest suns and come out without issue.

Our lives and energies are focused entirely on the Sorcerer-Lords and Prophets. Without them, we are nothing.

  • Weapons - Heavy Axes.
  • Defenses - Heavy Armor.

Infernal Ironsworn are among the most elite of the bodyguards of the Sorcerer-Lords, and awarded only to the most powerful of the Sorcerers. Those who lead certain Spire-paths, who have gained the favor of the Witch-Queen in her service, and finally the Witch-Queens and Warlock-Kings themselves, who have the best pick of the Ironsworn in battle. The Ironsworn are meant to guard in peace and in war, and are deployed whenever their master leaves for hostile worlds, visits another Sorcerer, and remains in their palace to oversee and maintain their territory and holdings. The Ironsworn guard the doors leading to the personal enclave of the Sorcerer-Lords, while the two best of the guard remain inside. These Ironsworn Castellans never speak, even to their comrades, and only to their master, commanding others with gestures of the hand and various other non-verbal forms.

Ironsworn always stand at attention, never leaving their spot, their long halberds gripped within the right, and ready to act. The moment a figure appears that their master has not ordered to be with, they will hold the figure back at axe point. If an infiltrator or assassin enters the building, they will attack immediately. To them, life is action and reaction, and they are never caught unaware or unready for battle. The moment an individual, no matter whom, enters their master's abode, they are already planning way to kill them, changing slightly to develop a thousand more ways with each step, calculating how their peers will move, and how they in turn will move to counter any attacks.

Wherever their master goes, they are always 12 steps behind them. The Ironsworn will always maintain this distance, and in battle, will form a living wall around their master until ordered away, to oversee the attacks on their foes, and destroy their enemy leaders. With but a mental command, the Sorcerer can call back his troops, and the Ironsworn will flock back to his or her side to protect him. They are stubbornly loyal, often fighting on even after the loss of limbs or breaking an arm and leg. If a foe threatens their master, nothing will stop them from attacking their foe in battle.

Ironsworn are armed with heavy, two handed axes, using them to sweep away foes and splatter them across the field as they attack, few able to withstand or block these attacks. With their heavy armor, no foe can truly strike back against them, few can crack them open. To further protect their bodies, they use long tower shields to block most melee and ranged attacks thrown at them.

Vehicles Edit

Tanks Edit

  • Weapons - Large Canon, Energy Weapons
  • Defenses - Heavy Armor

Karesh-class Tanks are the main battle tanks and siege craft with the Sorcerer of Rathan's War-Legions. Built by the Rathan long ago, the Karesh is built from a combination of multiple designs, mostly Rathanii and Krallir. The Karesh was designed after the Rathanii decided to build a new tank, a weapon to surpass all others from before. Using the weaponry and technology from their allies, the Karesh was constructed within 3 years, and soon sent out to three massive war legions on the frontlines. Tested on three separate races that sought to unite their forces against the Rathanii. Karesh-classes blasted and destroyed through every thing these forces could throw against the Rathanii.

Karesh-classes would be used hence forth, having the approval of the majority of the Sorcerer-Lords and their warlords, and would be assigned the prestigious role of the frontline battle tank, the rock upon which their legions would be built, and the solid wall that would break enemy waves, be they humanwaves or other heavy vehicles. Rathanii care little what their foes can throw at them, the Karesh able to handle anything from their universe, or this universe.

The Energy Canon used by the Karesh, is a powerful weapon, a plasma canon that fires solid rounds of plasma, similar to a modern, 21st century canon. The Plasma blasts through individuals, burning through the air, hotter and hotter, and stopping when they hit harder, hardier objects, like walls and tanks. Once they hit the object, the plasma will spread out the formerly solid object becoming more liquid plasma, and quickly melting through the armor within seconds. Likewise to help, are plasma gunneries of the more traditional variety mounted on the sides and front, under the main canon, to provide anti-infantry support fire.

Rathanii armorsmiths are the best in their craft, and the armor of the Karesh is one of the best. These hull armors, built for war, are designed to be able to take punishment from all the worst foes. Karesh-Class Battletanks will rumble through anything, many Rathanii even rumbling into the lakes and rivers of lava to get through to a target, the tank able to survive even this horrendous heat.

Karesh File

  • Weapons - Magma Pulse Canon
  • Defenses - Heavy Armor, Heavy Shielding

The Vorexx-class are a support siege and attack craft used by the Rathanii. The Vorexx was an original design from the Madilipi, and was upgraded and built by the rest of the Rathanii to make the Vorexx a more capable and strong Tank weapon for the rest of their War Legions. The Vorexx is not as durable as the Karesh, and it's weaponry is more limited in scope, but the Vorexx is strong enough to provide support fire and deal with large crowds of infantry, siege weapons or vehicles in battle that may get in the way, thinning numbers with their horrific weapons and main canon.

The Vorexx uses a Magma canon, it's supporting vessels and such, connecting to the canon, and directing it into the main canon and the barrel, and shooting it out. The projectile itself is a massive blast of liquid magma. How the Rathanii can transport and keep Magma within the vessels and fire it out without damaging or melting the main canon, is completely unknown. It has short range, but the liquid magma that spills out will burn and eat away anything, no matter how strong or tough it is.

Though the armor is heavy, the many pods that hold the magma and lava supplies are vulnerable to being destroyed, and such, a heavy layer of shielding covers the tanks, giving them extra staying power and the ability to withstand artillery barrages and even anti-vehicle weaponry for an extended period of time. Once the shields are down, most of the tank's armor will withstand punishment to near the same level as the Karesh, though it's rear armor, and the tanks and vats near the rear armor, are vulnerable to explosive damage.

Even when destroyed, the Vorexx is still dangerous to be around, exploding and sending hellish fire and magma all around it, and dousing victims in it, taking several with it if they are not careful. As such, Warriors and others are careful when marching near it, for they find the prospect of dying next to the thing utterly terrifying.

Vorexx File

Walkers Edit

  • Weapons - Missile Launchers, Flamethrowers.
  • Defenses - Heavy Armor

Gortesh-class Siege Walkers are large, tripod walkers, deployed to clear out cities and destroy large amounts and variety of crowds and infantry. The Gortesh are deployed in two different positions within the army, being adapted to either one depending on what the Rathanii want in battle. The first role is supporting the main army, lumbering into the ranks of the enemy from the left and right, barraging the foe with Missiles and fire, and leaving as many infantry and others in flaming, chard piles. The other, is after artillery bombardments and naval orbital bombardment, and cleaning out cities that still have victims left. In general, this latter option is reserved for smaller cities, ones that either can't supply enough slaves, or when the Rathanii have reached their own quota for slaves, and decide that the few remaining cities are not worth the trouble, and the inhabitants must be cleansed.

Gortesh Walkers march into battle with heavy missile launchers, often designed to deal with multiple targets at a time, and as such, can send out dozens of rockets at a time at an area, quickly reloading them before firing again. The idea is accuracy is secondary to simply leaving several yards worth of ground in front of them without mercy. Even if most miss, they should fire enough to simply blanket an entire area in missile fire. The other weapons are two concentrated flamethrowers, which fire intense, focused bouts of fire at a target at closer range, melting armor and flesh with such intensity, few things can survive.

Gortesh Walkers use heavy armor to protect themselves from missile and anti-vehicle fire, and, are nimble and fast enough to dodge rocket fire directed at them, moving with unnatural speed for walkers so large and cumbersome. The pilots within do not speak of how they are able to do so, and many lower ranks and young troops whisper that the walker bind their controls directly into the minds of their pilots somehow.

Gortesh Walkers are identified by the strange, groaning moans they emit when they enter the city, believed by many to be a form of electronic communication and coordination between walkers, while also helping to intimidate and terrify their victims during battles and sweeping raids.

Gortesh file

Transports Edit

  • Weapons - Heavy Flamethrower
  • Defenses - Armor, Shielding

Artillery Edit

Deathquake mortar
  • Weapons - Explosive shells
  • Defenses - Armor.

The Dreadquake Mortar is a heavy artillery piece, one of the most dangerous and deadly of the Rathanii artillery pieces, a dire example of their power and willingness to destroy. These massive, groaning contraptions are the ultimate siege weapons the Rathanii can construct, able to sunder the mightiest palaces into powder, or reduce whole regiments to bloody giblets across the ground. To compensate, it's ability to fire, even when loaded is slow, and it's massive burning artillery rounds take much time to reload. Despite this, many foes have learned the hard way not to underestimate the Rathanii's reach with their mortars.

The construction of the Dreadquake Mortar and it's shells are a secret well-guarded by the highest ranking Hell-smith engineers and Sorcerer-Prophets. The massive power to lob such heavy shells, the complex and smoke belching mechanisms and the explosive power behind every shot means only the keenest and most trusted minds among the Rathanii are trusted with the construction and maintenance of the Dreadquake.

Dreadquakes can take as many as 2-3 years to complete, due to the complex weaponry, gauges and mechanisms that work the Mortar, as well as the important Dark Alchemy usage that powers the artillery piece. The shell, while resembling a old canon ball, is filled with explosive, highly charged atoms and dark energy, while the outershell burns with Dark Alchemy fire, and, when it hits the ground, explodes as though a god smashed it's fist into the ground. A wave of pure red energy burns within the crater of impact, and this reddish energy smolders forth from it like a hellish aurora borealis.

Due to how heavy the shells are, the largest and most burly of slave-races, or Rathanii-Spawn are brought forth and bred for the task of loading the shells into the mortar.

DQM File

  • Weapons - Main Canon
  • Defenses - Light armor

Carronade File